Not asking which videogames you enjoyed most. I want to talk about the ruleset itself: how well the combat system, skill framework, class/build depth, and underlying math translate into a good cRPG.
>>97796971I'd say 4th edition D&D is probably the backbone of the greatest cRPG that never was, for how many of its disliked design features were in service to the proto-VTT project that got canceled. 3.5 could have been used for a solid rival to The Elder Scrolls in the hands of a dev willing to trudge through implementing all that worldsim, jank very much included.
>>97796971Its a bad question- a crpg can handle way more math than any ttrpg, and it will have to for things like physics simulation regardless. Not to mention NPC behavior, environment design, an economy... you'll spend most of your time just writing new math under the existing mathThe real thing you need is worldbuilding, NPCs, economics, crafting, trade and dungeoneering systems. But no edition of D&D is good at that, so...
Literally doesn't matter. The best D&D cRPGs use AD&D 2e despite the system.
>>97797312>But no edition of D&D is good at that, so......No edition of D&D is good at dungeoneering? That sounds like an extraordinary claim, given how it entails literally no core rulebook writer has ever done their job even close to properly, and how there was a whole thing about going back to how older editions handled the subject.